[h2]The Hex Worlds Update is now live![/h2]
[p]The biggest update introduces fully playable Hex Worlds with three world sizes, alongside major AI improvements, quality-of-life upgrades, balance tweaks, and a wide range of fixes. Galactic politics are now more dynamic, colonies are clearer to manage, and overall competition between empires is stronger than ever.[/p]
[h3]
Hex Worlds[/h3]
[p]Explore and colonize procedurally generated Hex Worlds available in Small, Medium, and Large sizes. Each world can generate across 52 unique biomes and 7 distinct world types, allowing for more varied colony layouts, strategic planning, and visual diversity across the galaxy.[/p]

[h3]Mechanics[/h3]
- Every 2 adjacent buildings gives a bonus resource.
- Some tiles have random yields (especially on void worlds).
- Businesses get 4 build slots to build anywhere available on the colony.
[h2]Changelog[/h2]
Note: Saves from previous updates will not work with this version.
[h3]Added[/h3]
- Hex Worlds (Small, Medium, and Large)
- Official cross‑platform multiplayer support
- Fleet Panel → Added a “Go To” button
- Tips → Added previous/next buttons and sieging/military hints
[h3]Improved[/h3]
- AI Empires:
- Are far less likely to declare war when agendas were satisfied
- Unite against the player through their own galactic unions
- Move more strategically during wars
- Stop prioritising human players over other AI empires
- Colony Panel:
- Stats are now more descriptive
- Owner and business slots are now displayed clearly
- Subjects → “Suzerain” status renamed to “Tributary”
- Fleets → Any type of fleet now explores hyperlanes when moving to star systems
- New Game → Galaxy generation now spawns empires more evenly in distance
[h3]Changed[/h3]
- AI Opinion → Now based on shared ethics instead of government type
- Fleet Capacity → Renamed to “Max Fleet Size”
- Game Events → Costs and rewards are now consistent across all game durations
- Music → Restored several music tracks from 2022
- Multiplayer → Disabled medium‑to‑impractical galaxy sizes to prevent packet issues (for now)
- Toggles → Off/on states are now much clearer (red and blue)
- Battle → Combat now triggers whenever enemies are within the same system, instead of using a limited combat range
[h3]Fixed[/h3]
- Camera → Rotating the camera while the fleet panel was open caused control issues
- Clans → Sometimes clans converted into normal empires, when spawning
- Combat
- Enemy fleets waited unnecessarily before engaging allied fleets
- Battles loaded from saves sometimes didn't resume correctly
- Sometimes starbases joined the same battle twice.
- Sometimes enemy fleet reinforced battle on the incorrect sides
- Laser fire visuals were oversized
- Colony Panel
- “Go To” button didn't function correctly
- Upgrade orders were previously displayed the same as build orders
- Players were able to remove build orders for buildings not yet constructed but already queued for upgrade
- Double‑upgrading the same building was possible
- Exploration → Planet events sometimes didn't display when exploring new systems
- Galaxy Map → Build animation continued after the order finished
- Leaderboard → Sometimes didn't rank players by score correctly
- Linux → some text had issues displaying on Linux
- Main Menu
- Player profile info was wiped after exiting the game from the pause menu
- Sometimes “Reveal All” and “Meet All Players” toggles didn't apply in-game
- Map toggles often required double‑clicking to actuate
- Map & Empire Settings → Settings often didn't randomise properly on load
- Multiplayer → Numerous multiplayer issues were resolved
- New Game
- Players sometimes spawned on broken worlds
- “Meet Player” dialog appeared when starting a second game with tutorial tips enabled
- Notifications
- Sometimes became unresponsive after adjusting music settings
- “Liberated colony” ping sometimes triggered repeatedly after making peace
- Saving → After loading a save, sometimes game settings were randomly changed during load.
- Ship Builder
- Preset list sometimes appeared empty and didn't update correctly
- Combat mode caused excessive console logs that caused lag
- Deleting a preset used by a ship caused simulation errors
- Ships sometimes spawned without turrets or with incorrect default presets
- Star Systems
- Fleet orders sometimes didn't update visually as intended
- Ships remained stationary in edge cases
- Star System Panel → “Go To” button didn't trigger properly
- Starbase Panel → Ships added to the build queue didn't update immediately
- Unions
- Sometimes players weren't shown as allied when joining a union
- Subjects no longer remained allied after joining a union
[h3]Tweaked[/h3]
- Leaderboard → Now reveals player names even if previously unmet
- Hyperlane Density (>2) → Reduced the number of hyperlanes generated
- Save Files → Adopt a more consistent naming convention
- Camera → Reduced accidental edge‑scrolling
- Visuals → Reduced city light intensity of colony worlds
- Colony
- Occupation now damages 10% of buildings (previously 20%)
- Siege difficulty from soldiers halved
- Reduced siege difficulty from buildings and halved population contribution
- Build Cost
- Reduced from 90 to 75 minerals on standard speed
- Final upgrade reduced from 360 to 120 minerals
- Slightly increased power cost of capital upgrades (+15 power on standard speed)
- Other Tweaks
- Space squids now spawn as a single squid, attempt peaceful contact, but die trying
- Base tech costs reduced on the lowest durations
- Jump‑drive distortion time halved
- Wormhole travel technology unlocked earlier and appears more frequently
[h3]Removed[/h3]
- Colony context menu
- Game wiki (backend server ceased to exist under mysterious circumstances)
- Wiki button
Note: Not all changes have been listed.
[h3]Full Release[/h3]
New Stars has officially launched out of Early Access.
https://store.steampowered.com/app/2231270/New_Stars/